Actually, how about this. Goes back more to my original concept. Probably makes more sense with the makeup of the group and it makes more sense for the gypsy fortune teller to become a rogue, than the zealot Christian.
Zeldana Female Half Varasian Elf Cleric of Pharasma
Alignment :Nuetral
Str 8 -1
Dex 19 +4
Con 12 +1
Int 12 +1
Wis 16 +3
Cha 13 +1
Dagger +4 tohit 1-4-1 dmg range
Icicle +4 RTA 1-6+1 dmg 30' range 6/day
Traits: Varasian Wanderer [Profession, fortune teller],
Subject of Study : +1 dmg vs undead
Feats: Weapon Finesse, Skill Focus
Skills:
Knowledge [Relegion] 1 rank +3 cs +1 int = +5
Profession[Fortune Teller]: 1 rank +3 cs+1 trait+3 wis = +8
Perception +3 wis +2 keen senses +3 skill focus = +8
Sense Motive 1 rank +3 cs + +3 wis = +7
Domains:
Knowledge:You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Water [Ice]
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—Freezing Sphere, 8th—horrid wilting, 9th—Polar Ray.